Summoner, Adder And Nova After Wave 2
#1
Posted 18 September 2014 - 02:18 AM
I feel like they will be quite dead mechs.
#2
Posted 18 September 2014 - 02:22 AM
Nova is already sub-optimal. It won't be any less viable due to the release of the Ice Ferret, but it will certainly be less popular. Still the only Clan medium with jump jets though.
Summoner is going to be a rare sight indeed when the Mad Dog is out for C-bills and MC. Hopefully, PGI comes around and gives it the quirks it needs to be viable. Like 200% jump jet efficiency.
#3
Posted 18 September 2014 - 02:25 AM
Our prayers have certainly not been ignored as I can pretty much guarantee that Russ and the other designers have at least bounced the thought around.
#4
Posted 18 September 2014 - 02:28 AM
lartfor, on 18 September 2014 - 02:25 AM, said:
Our prayers have certainly not been ignored as I can pretty much guarantee that Russ and the other designers have at least bounced the thought around.
I just think PGI sometimes overestimates the significance of minor quirks. I mean, the AWS got some major quirks that really played a big difference (although it's still not quite on par with other assault mechs). But some of the other quirks added recently have been underwhelming. A 10% armour boost on the Centurion shield arm is basically nothing.
#5
Posted 18 September 2014 - 02:41 AM
Apart from that, the 65t Loki from Wave 2 is very comparable to the 70t Summoner, both having standard structure and even the same speed.
What remains a problem are fixed / locked JumpJets in the Nova and Summoner.
In comparison to other Clan Mechs, where the ability to mount JJs is integrated in interchangeable omnipods (also free choice where to put them between all 3 torso components and both legs), having no Endo-Steel AND 5 fixed JJs hurts these Mechs the most.
#6
Posted 18 September 2014 - 02:54 AM
Edited by El Bandito, 18 September 2014 - 02:54 AM.
#7
Posted 18 September 2014 - 03:07 AM
Alistair Winter, on 18 September 2014 - 02:22 AM, said:
or removable JJ.
GoldenFleece, on 18 September 2014 - 02:41 AM, said:
Ecm changes everything.
#8
Posted 18 September 2014 - 03:16 AM
Alistair Winter, on 18 September 2014 - 02:28 AM, said:
It is better they they add small things first rather than big things, we don't need a quirk set making a mech an undisputedly best at once, that's worrying way to balance things.
Now if they would make new iterations faster...
Stefka Kerensky, on 18 September 2014 - 03:07 AM, said:
or removable JJ.
Don't ******* touch the construction rules.
#9
Posted 18 September 2014 - 03:53 AM
#10
Posted 18 September 2014 - 04:02 AM
Empyrus, on 18 September 2014 - 03:16 AM, said:
Well, PGI touched them first. Lore says Summoner jumps 150m, not hovercrafts 150m ahead.
Anyway, as badge shows, I'm a pride owner of 3 summoners.
But still, if I want to be competitive I go with my CTFs. Quite painful, being a Kerensky.
I wish to have back my JJ (vertical JJ) and er-ppc speed.
Also lore BT rules don't say that C-ac10/20 spread damages as actually they do in mwo.....
#11
Posted 18 September 2014 - 04:04 AM
Stefka Kerensky, on 18 September 2014 - 04:02 AM, said:
Well, PGI touched them first. Lore says Summoner jumps 150m, not hovercrafts 150m ahead.
Anyway, as badge shows, I'm a pride owner of 3 summoners.
But still, if I want to be competitive I go with my CTFs. Quite painful, being a Kerensky.
I wish to have back my JJ (vertical JJ) and er-ppc speed.
Also lore BT rules don't say that C-ac10/20 spread damages as actually they do in mwo.....
Then buffing the jump jets is the solution, not touching the construction rules.
Besides, tweaking JJ power is not tweaking the construction rules, those two things are quite distinct.
#12
Posted 18 September 2014 - 04:12 AM
Empyrus, on 18 September 2014 - 04:04 AM, said:
Besides, tweaking JJ power is not tweaking the construction rules, those two things are quite distinct.
How do these JJ construction rules apply to the kit fox and TW? why are they freed from these rules?
and will some better JJ's really make people to go SMN instead of Loki? I eman loki is basically the summoner with ecm. Well except 4 Missiles in arms, but really, 4 arm missiles are not that much of a big deal to make it a choice over others.
#13
Posted 18 September 2014 - 04:22 AM
Edited by SaltBeef, 18 September 2014 - 04:24 AM.
#14
Posted 18 September 2014 - 04:24 AM
GoldenFleece, on 18 September 2014 - 02:41 AM, said:
Apart from that, the 65t Loki from Wave 2 is very comparable to the 70t Summoner, both having standard structure and even the same speed.
What remains a problem are fixed / locked JumpJets in the Nova and Summoner.
In comparison to other Clan Mechs, where the ability to mount JJs is integrated in interchangeable omnipods (also free choice where to put them between all 3 torso components and both legs), having no Endo-Steel AND 5 fixed JJs hurts these Mechs the most.
No comparison between the Summoner and Loki. Despite neither having Endo or FF, the Loki has alot more free tonnage 28.5 tons (more than the Timberwolf actually) free verses I think 20.5 tons on the Summoner. Even maxing the armor, the Loki still has 5-6 more tons available for weapons and DHS. Also unlike the Summoner, the Loki has very good hard point options that offer a ton of versatility. Additionally, the Loki isn't burdened by the fixed near useless JJs on the Summoner which is partly why it has so much more tonnage available for weapons. Overall this means a Loki is going to have a significant firepower advantage over the Summoner. Lastly, there is the Loki's ability to mount ECM to consider. Overall I think the Loki is going to be one of the better Clan mechs and may end up rivaling the Timber Wolf in popularity (nerfs will be incoming).
#15
Posted 18 September 2014 - 04:24 AM
Lily from animove, on 18 September 2014 - 04:12 AM, said:
How do these JJ construction rules apply to the kit fox and TW? why are they freed from these rules?
and will some better JJ's really make people to go SMN instead of Loki? I eman loki is basically the summoner with ecm. Well except 4 Missiles in arms, but really, 4 arm missiles are not that much of a big deal to make it a choice over others.
IF you know the construction rules, you know some omnimechs, like the Nova and Summoner have fixed jump jets. They're not omni podded jump jets the Kit Fox has, thus they're not removable.
The Omnimechs in MWO follow the construction rules pretty close already (minus the ability to tweak armor, not a thing i approve), don't make the game any more casual crap. Real people work within limits... and if you really want a better mech, pilot a better mech and shut up about less good mechs, people who like those often like them for their quirkiness, don't go around removing it.
If the less good mechs aren't used at all, then buff them via other means, quirks, additional hardpoints (since the game uses them even though they're not in the tabletop construction rules), additional maneuverability.
#16
Posted 18 September 2014 - 04:28 AM
the Nova before the latest clan nerfs had a good place, in the right hands it was a nice assassin, post nerfs and its pretty much just a liability it cant put out the firepower fast enough now to takeout/cripple a target even from behind (assuming target reacts as quickly as any skilled pilot would) and since its so slow it isnt able to get away from a now pissed off target.
the summer was never a bad mech, it just wasn't the best meta mech for its tonnage its serviceable. But again its just not the best at anything (i will say taking the missle variant and loading it up with either streaks, LRMs or splats can be funny)
#17
Posted 18 September 2014 - 04:35 AM
Empyrus, on 18 September 2014 - 04:24 AM, said:
The Omnimechs in MWO follow the construction rules pretty close already (minus the ability to tweak armor, not a thing i approve), don't make the game any more casual crap. Real people work within limits... and if you really want a better mech, pilot a better mech and shut up about less good mechs, people who like those often like them for their quirkiness, don't go around removing it.
If the less good mechs aren't used at all, then buff them via other means, quirks, additional hardpoints (since the game uses them even though they're not in the tabletop construction rules), additional maneuverability.
So balancing mechs amongst each other is making them more casual crab?
Sticking with construction rules while adding totally lore non existent quirks is a better lorelike way?
People who use these mechs don't use them because of the qurkiness, they like them by the visual desing these mechs have or how they are bound to the faction they are in by lore. But hardly anyone chooses these mechs because they want to pilot something gimped. Your logic hardly makes sense at these points and would even less lead to any MWO balance.
Edited by Lily from animove, 18 September 2014 - 04:37 AM.
#19
Posted 18 September 2014 - 05:22 AM
Viktor Drake, on 18 September 2014 - 04:24 AM, said:
No comparison between the Summoner and Loki. Despite neither having Endo or FF, the Loki has alot more free tonnage 28.5 tons (more than the Timberwolf actually) free verses I think 20.5 tons on the Summoner.
...
(nerfs will be incoming).
The Summoner has FF and according to my TR 3050, it is 28.5 tons of pod space versus 22.5 tons for the Summoner. Hardpoints seem to be in favour of the Loki...
So yes, the main differences are not having 5 tons locked for JumpJets and ECM. For which nerfs / a re-design might be coming in the future. Maybe... some day.
Edited by GoldenFleece, 18 September 2014 - 05:29 AM.
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